Traingrid

KotH Traingrid B2

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Probably won't be a b3. If anything I'll just release a blank version if I feel like doing a prettypass on the map, mostly in the spawns or something, but it's really quite done. The idea is completed, major flaws dealt with, lulzmap can go on the shelf now :p
 

RD1981

L1: Registered
Jul 16, 2013
3
1
Adjustments

You need to add seizure message warnings to this map before I can add it back and on hale you cant get into spawn which I dont think is a big problem. But maybe have it so it kills afks in spawns after a certain time that would help.
 

RD1981

L1: Registered
Jul 16, 2013
3
1
You need to add seizure message warnings to this map before I can add it back and on hale you cant get into spawn which I dont think is a big problem. But maybe have it so it kills afks in spawns after a certain time that would help.
I wouldnt want you getting sued by someone over this map because you didnt put seizure warnings in it because of the fast movement I personally thought the map was unique.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Firstly, I'm pretty sure there would be zero grounds for such a lawsuit. I'm not forcing anyone to play the map, nor are they paying me for a product, nor is it broadcast over government-regulated airwaves.

Aside from that, are you seizure-prone yourself? Or has someone who is mentioned it to you? I admit I'm not all that knowledgeable about seizures but the trains are nothing at all like things I have seen marked with warnings. I just wonder if there is a basis for your request, because I feel like if something happened to someone on your server you would have mentioned that.

Saxton Hale... I'm not about to release an update just for that. Shouldn't the mod handle that anyway? Removing all func_respawnroomvisualizers from a map seems like something that should be done with the mod code so that it can be ran on any map without editing the map itself. I'd actually suggest mentioning it to the people who make the mod, as it would end up with support for more maps.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
this is still the map which the Cafe of Broken Dreams defaults to when the server reboots.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
I want to request a version where the whole map is a nobuild zone for senties. On a 26p server once there are 4 sentries its a real pain when there isnt a train next to the spawn. They easily kill people on the cp at no effort at all.

If a sentry can be build, it should at least be in the center area (higher risk of descruction before its fully built - and you lack ammo). But totaly removing them to me is better (mini sentries are still a pain on a map like these).

Making the whole map a nobuild zone isnt a problem since you are able to exclude dispensers and teleporters.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Trains carry waves of sparks or something with them, destroying buildings in a larger area?
I would rather even see a traingod there. And i dont think that would be a good idea as that still lacks lasers and saws.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
*ponderponder* Do you think it would be acceptable to not outright prevent sentries, but rather kill them periodically and/or if they are not moved around when "in danger"?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Ooh! Have big targets occasionally appear on the floor and zero in on sentries like the Doctor's Remote from The Binding of Isaac with a "beebeebeep beebeebeep" sound when it locks on, and then an EMP bomb (actually just a standard MVM bomb prop) drops. The engie has like one second to pick it up and move it out of the way, like with sentry busters (which, come to think of it, I think make that exact same sound).
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
*ponderponder* Do you think it would be acceptable to not outright prevent sentries, but rather kill them periodically and/or if they are not moved around when "in danger"?
Although i like the idea: It wont do a thing.

Large sentries (which are considered less anoying since they have a long build time and have a long replacement time) are harmed alot since they already took a longer time to build. Yet with mini's the engy wouldnt even care and just builds a new one when its destroyed.

And let mini's be the biggest reason for people to be anoyed by. Destroying those doesnt reward at all since 2 seconds later there is already a new one. This can easily be repeated many times.

On big sentries it takes a much longer build time. That build time means there is less chance to face a realy anoying sentry. A level 1 already is less anoying than a mini. That means 330 metal needed to finaly have an 'anoying' one.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Understandable. But the window of safety is easily changed, and I wasn't thinking about something map-wide every 10 or 30 seconds or something. Would a sentry existing for 2 seconds be a problem? 1? 5? Would that become too irritating for the engy? It might become so effective I might as well have used a nobuild if nobody puts one down, but... the spirit of the map isn't exactly to make sense.
 

Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
The download is broken. We will never get to experience the map without dogbread anymore.